106 lines
3.5 KiB
C++
106 lines
3.5 KiB
C++
#include "D3D.hpp"
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#include <SDL.h>
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#include <imgui.h>
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#include <imgui_impl_dx11.h>
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#include <d3d11.h>
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namespace Li::Gui {
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void D3D::createRenderTarget() {
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ID3D11Texture2D* backBuffer;
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this->swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
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this->d3dDevice->CreateRenderTargetView(backBuffer, NULL, &this->mainRenderTargetView);
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backBuffer->Release();
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}
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bool D3D::createDeviceD3D() {
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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memset(&sd, 0, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = 0;
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sd.BufferDesc.Height = 0;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = this->hwnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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UINT createDeviceFlags = 0;
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//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &this->swapChain, &this->d3dDevice, &featureLevel, &this->d3dDeviceContext) != S_OK)
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return false;
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return true;
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}
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void D3D::cleanupDeviceD3D() {
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if (this->swapChain) {
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this->swapChain->Release();
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this->swapChain = NULL;
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}
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if (this->d3dDeviceContext) {
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this->d3dDeviceContext->Release();
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this->d3dDeviceContext = NULL;
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}
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if (this->d3dDevice) {
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this->d3dDevice->Release();
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this->d3dDevice = NULL;
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}
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}
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void D3D::cleanupRenderTarget() {
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if (this->mainRenderTargetView) {
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this->mainRenderTargetView->Release();
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this->mainRenderTargetView = NULL;
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}
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}
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ID3D11Device* D3D::D3dDevice() {
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return this->d3dDevice;
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}
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ID3D11DeviceContext* D3D::D3dDeviceContext() {
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return this->d3dDeviceContext;
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}
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void D3D::InitImgui() {
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ImGui_ImplDX11_Init(this->d3dDevice, this->d3dDeviceContext);
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}
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void D3D::ImGuiNewFrame() {
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ImGui_ImplDX11_NewFrame();
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}
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void D3D::Resize() {
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this->cleanupRenderTarget();
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this->swapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
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this->createRenderTarget();
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}
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void D3D::Render(ImVec4 clearColor) {
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const float clearColorWithAlpha[4] = { clearColor.x * clearColor.w, clearColor.y * clearColor.w, clearColor.z * clearColor.w, clearColor.w };
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this->d3dDeviceContext->OMSetRenderTargets(1, &this->mainRenderTargetView, NULL);
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this->d3dDeviceContext->ClearRenderTargetView(this->mainRenderTargetView, clearColorWithAlpha);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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this->swapChain->Present(1, 0);
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}
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D3D::D3D(HWND hwnd) {
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this->hwnd = hwnd;
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this->createDeviceD3D();
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this->createRenderTarget();
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};
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D3D::~D3D() {
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this->cleanupRenderTarget();
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this->cleanupDeviceD3D();
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}
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} |